Talon said:
Hello,
Here is an idea for the fortress.
Allow the fortress to cast an area of influence, almost like a shield. So this area counts as territory, but it serves as a shield for beacons. Beacons in this area will be protected from attack unless the fortress is taken first. Some of the rules for this area of influence/territory would be:
1) Each fortress level casts a specific area of influence/territory. Lets say a level 10 fortress can protect 2 beacons, level 12 four beacons, level 16 six beacons, and level 20 eight beacons.
2) The beacons extend their own territory as it does now, but any beacons outside of the fortress area of influence are not protected and can be taken down.
3) The fortress can be moved, and the area of influence of the said fortress moves with it. This will allow leagues to move to different areas, and expand territory if they so choose while defending the beacons they have heavily. Will also allow for more strategy during beacon drops, beacon massacre ... etc.
Currently the map is full of level 1 beacons, and the level 5 beacons can be counted on 1 hand. This can be a solution for leagues wanting beacons, but do not want the risk. With as many beacons as there are on the map, the top 100 leagues if not more would be able to hold beacons again.
Just a though. Below is an example.... pardon the horrible art :)
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/ b b b \ b = Beacons
| b F b | F = Fortress
\ b b b / / , \ , | , - = the area of influence/territory cast by the fortress
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Awesome idea (sarcasm), Now you can hold 8 lvl 5 beacons with a single archer in each one because nobody would be allowed to hit them.
It would allow MANY leagues to level their fort way up in level, which will create a large group of leagues with many untouchable beacons which will stop lower ranked/strength leagues from being able to do much of anything as so many beacons are untouchable.
And it will also defeat the purpose of bringing reasonable force limit to beacons, and without those limits the game is done, Stick a fork in it.
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Get the force limits back first and then a good idea would be to use your plan of a shield area, But the invulnerable idea is not good.
Maybe having the beacons in a shield area will give buffs like the prize in the massacre, the buffs are to be used on beacons only.
Say hold 2 beacons in the shield area to get 1 buff, Max of 4 buffs and only 1 buff to be used per beacon.
Buffs are maybe 5% to beast def, 5% lowering of the force limit on that beacon, or maybe 5% def boost against a certain troop type attacking the beacon.
And this will work for plarium as well as people who spend troops, and people who spend money/troops WILL spend those things to get the bonuses, And others will also to STOP the others from having them bonuses while keeping their bonuses in place.
Plarium will make money, People will play more than now.
All that being said, i know nothing of programs or coding or whatever, i dont know if its possible.
What i know is plarium always end up all in 1 way or another, It is all off, or all unbreakable forts, or all unholdable beacons.
If we have to keep so many plates spining at a time it wont be all DEF here, or all to attack there and so on.
I miss when this game used to take cunning and strategy.